34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using GameCore.Attributes;
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Events;
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using GameCore.Input;
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using GameCore.Physics;
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using Attribute = GameCore.Attributes.Attribute;
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namespace GameCore.Movement;
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public class JumpSystem : ISystem
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{
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public void Update(World world, float deltaTime)
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{
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var entities = world.GetEntitiesWith<InputStateComponent>();
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foreach (var entity in entities)
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{
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var input = world.GetComponent<InputStateComponent>(entity);
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var velocity = world.GetComponent<VelocityComponent>(entity);
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var attributes = world.GetComponent<AttributeComponent>(entity);
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var characterState = world.GetComponent<CharacterStateComponent>(entity);
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if (input == null || velocity == null || attributes == null || characterState == null)
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continue;
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if (input.IsJumping && characterState.IsOnFloor)
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{
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var jumpHeight = attributes.GetValue(Attribute.JumpHeight);
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velocity.DesiredVelocity.Y = (float)System.Math.Sqrt(2f * world.Config.GravityStrength * jumpHeight);
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world.PublishEvent(new PlayerJumpEvent());
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}
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}
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}
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} |